Diablo II
Submitted by: Deepak Parameswaran
General Strategy:
Here are some things you should keep in mind while playing Diablo 2:
When starting a new character, have a general idea of how you plan to develop
that character. It pays to specialize. Take a look at the skill tree (press T)
and decide on the route you plan to take.
Always repair before you sell items. The increase in sell value is always
greater than the cost to repair.
Use Hotkeys. This makes it much easier to switch between skills. To set a
Hotkey, click on the Action Icon (next to the orbs), move the mouse pointer over
a skill and press a function key (F1-F8) to assign it to that key. You should
keep tome od town portal on a Hotkey for a quick escape from battle.
Although there are some quests that you don't have to complete to finish the
game, you should still complete all of them to gain more experience and items.
Don't keep items you aren't going to use. Unless you want to trade them with
other players, you should just sell them for the extra gold.
When you think there is a good chance that you will die, open a town portal so
that you can return to get your corpse. If it's too dangerous to return, you can
exit the game and pick up your corpse in town the next time you join/start a
game, but you will lose any gold that you dropped.
Don't leave important items on the floor when you leave a game. They will
disappear when you return.
Since mana and health potions don't instantly restore your health/mana, you may
need to run away while you gulp down a potion. Rejuvination potions, however,
restore mana and health points instantly.
In Diablo 2, you'll often encounter monsters who can be raised by their masters
(eg. Fallens). This can make things really tough in certain situations. Since
you don't get experience for killing raised monsters, it doesn't make any sense
to allow them to be raised. Here are strategies to help deal with these
monsters.
Go for the leader - Charge right ahead and aim for the creature who is raising
the minions. Just be cautious that you don't get swarmed. Be ready to use
healing potions.
Use cold attacks - Creatures that are killed by a cold attack or killed while
cold/frozen are shattered into bits of ice. This doesn't leave much to be raised
from the dead. This is best implemented by a sorceress using cold spells.
Necromancers - Necromancers have many skills that will help deal with minions.
Skills such as corpse explosion and raise skeletion will prevent a corpse from
being raised from the dead. Even if you have the maximum number of skeletons
already raised, or if you don't use them, you should still raise them in
situations where you are having trouble.
Barbarians - Barbarians can use the find potion/item skills on corpses to
prevent them from being raised (what the heck does he do to those corpses??).
Here are some things you should keep in mind while playing Diablo 2 Online:
Play nice. Don't hog everything that drops, and if you just got a semi-powerful
item you don't need, offer it to someone else. This will pay off when someone
else finds something you need.
Monsters get stronger when there are more players in the game. Be aware of this
when venturing into an area alone.
Monsters also give more experience when there are more players in the game. If
you want to gain experience faster, you can solo an area while other players are
in a different area. Just make sure you can handle the monsters by yourself.
Dealing with lag:
If you know that you have pretty bad lag, have stronger players with less lag to
lead into new areas. Barbarians and Necromancers with a lot of minions are best
for this.
When a players opens a town portal for you, ask if the portal is safe before
going through.
If lag hits when there are deadly monsters around, don't run, unless you are
running back to where you just came from (and you cleared the area). You might
run into even more monsters, and since your defense rating is always 0 running,
you might actually get hit more when running.
Drink a potion. If you find that you are getting attacked and can't move, try
drinking a potion. Rejuvination potions are best since they restore you health
instantly.
Don't play. As a last resort, quit the game if lag gets real bad. If you are a
hardcore character, you definitely don't wanna risk your character by staying in
the game. It might be a good idea to stay away from hardcore as a whole until
you feel the servers are running better.
Strategy - Using Gems and Skulls
Using socketed items is a great way to customise items whenever you can't find
items that particularly meet your needs. Here is a guide to what you should
consider when using socketed items.
Skulls:
Weapons - Adds life and mana steal to attack. Very useful for figther characters
who don't have sufficient mana or life steal.
Helms - Increases mana and life regeneration. Good for magic users who don't
take large amounts of damage at a time (life regeneration won't help much if you
do).
Shield - Adds attacker takes damage. Don't bother with this, it does way too
little damage.
Amethyst:
Weapons - Adds to attack rating. Only useful for fighters, but you don't need
this unless your attack rating is really bad.
Helms - Adds to strength. Very good for melee characters, or any other character
who needs extra strength as a requirement. Each point in strength counts as +1%
in melee damage.
Shield - Adds to defense. Not a good idea for any character, since it gives only
a small bonus to defense, and shield's most important statistic is the blocking
%, not defense value.
Topaz:
Weapons - Adds lightning damage. Some extra damage is nice early on, but you
don't want to depend on it later on in the game, as it becomes minimal compared
to the real damage that you do.
Helms - Adds to % chance to find magic items. Only use this if you are a freak
about finding good items. The term 'magic items' in this case counts for magic,
rare, set, and uniques.
Shield - Adds to lightning resistance. Useful for those who have trouble with
lightning attacks and need extra resistance.
Sapphire:
Weapons - Adds cold damage to attack. The slowing of enemies is very nice, while
the extra damage doesn't really matter.
Helms - Adds to maximum mana. Good for any character who needs extra mana.
Shield - Adds to cold resistance. Not very helpful, since cold attacks usually
aren't the ones that will hurt you most.
General Strategy - Amazon
The Amazon is a versatile character class, and is a weapons-based fighter like
the Barbarian. Unlike the Barbarian, the Amazon uses more finess and mana to get
the job done.
Starting Out:
There are 2 general routes to choose from as an Amazon. First, there is the bow-
based route (aka "Bowazons"). The other route is the spear-based route (aka
"Spearazons"). You'll want to focus on the skills of the path of your choice,
while putting zero points into the other group. You should still be investing
points into the "Passive and Magic" skill tree either way, especially early on.
Attribute Points:
Strength and Dexterity are both very important for Amazons. Strength is not
quite as crucial for bow users, but still necessary to wear better armor. You
should put 2 points each into strength and dexterity each level, and the other
point into vitality. Later on, you'll probably want to divert some points into
energy in order to use your special attacks.
Key Skills (Passive + Magic):
Critical Strike - Most Amazons will want to put early skill points here. You'll
probably want about 3-6 skill points here.
Dodge/Avoid/Evade - Good defensive skills, but you really shouldn't put more
than 2-3 into each.
Penetrate - Gives great bonus to attack rating, but points after the first
aren't as beneficial.
Pierce - Arrows go through enemies, YEAH!
Decoy/Valkyrie - Good for diverting enemy attention away from you, especially
for bowazons.
Key Skills (Bow):
Strafe - In the long run, this is the skill you want. It increases damage, hits
multiple targets quickly, and automatically aims. Keep in mind that you can't
move until your strafe finishes.
Key Skills (Spear):
Jab - Although damage per hit is reduced at early levels, it makes up for it
with 3x your normal attack speed. This should become your main attack once you
have enough mana and/or mana stealing items.
Fend - Great when you're surrounded by monsters.
Using Your Amazon (Bow):
As a ranged attacker, be prepared to use hit-and-run tactics when necessary. The
key to the Bowazon is a good bow along with the right skill combination. Avoid
using any bows that are slow/very slow, because the extra damage often does not
make up for the lack of speed. If you can't find any good bows, try using gemmed
bows, (skulls and saphires are probably your best bet). Mid-Late portion of the
game it's best to have the mana steal attribute so that you can use something
either than normal arrows as your main attack. Cold/Fire based arrows are nice
because they always hit, but don't put more than 1 point into each until you
figure out which one you like.
Using Your Amazon (Spear):
You're a melee fighter who lacks the benefits of a shield, however,
Dodge/Evade/Avoid makes up for this. As soon as you can implement it, pair Jab
along with a mana steal item for unlimited jabs. Don't forget about resistances,
because regulary armor does nothing to protect against it. Always keep potions
ready to quickly recharge your health.
General Strategy - Barbarian
The Barbarian is powerful warrior who is unequaled in melee combat. Physically,
he is stronger and more powerful than any of the other character classes. If you
develop him properly, you should have few problems standing toe-to-toe with
hell's worst.
Starting Out:
After naming your character, there are a few things you should decide on before
you go into battle. Remember that you shouldn't spread your skill points out too
thin, you should concentrate on the skills that will work well together. To
start, pick one of the 3 main weapon masteries - Sword, Axe, or Mace. You should
be able to find powerful weapons from each class, so you don't really need to
worry here. Also, you should decide between the "bash" route (single wield), or
the double-swing route (dual wield). The "bash" route will require you to
utilize one of Bash/Stun/Concentrate, and will offer better defense if you opt
use a shield instead of a 2 handed weapon. The double-swing route will allow you
to kill your enemies faster, but will leave you more open for attacks.
Attribute Points:
The strength statistic is definitely the most import attribute for the
Barbarian. Higher strength allows you to equip better weapons and armor, and
dish out more melee damage. You should alternate between putting 2 and 3 points
into strength each level, while dividing the rest among Dexterity and Vitality.
Although a lot of people say that Vitality isn't so important, I've found that
there are many situations where you WILL get hit (magic damage, bosses), so
having more hit points helps. You really don't need to put any points into
Energy during the early stages of the game. Later on, you should put a few into
Energy if you want to use a skill such as Whirlwind.
Key Skills:
Find Potion - It's not exactly going to blow your socks off, but 1 or 2 points
here will help provide you and your party with free potions.
Shout - Great way to increase the defense of you and your buddies. Use shout
whenever monsters appear. You don't need more than 1 point here (+100% defense
at level 1!).
Sword/Axe/Mace Mastery - Pick one and focus on it throughout the entire game.
Whenever you don't know what to put your skill point in, put it into your weapon
mastery.
Iron Skin - Once you hit level 24, this skill can provide a big defense boost.
However, points beyond the first aren't as beneficial as the initial point.
Natural Resistance - This is a very important skill if you want to get through
Nightmare and Hell difficulties. Since your magic resistances are decreased at
Nightmare and Hell difficulties, this is very helpful in reducing magic damage.
Bash - Provides a big bonus to Attack Rating and damage. It is fairly useful
against bosses/uniques early on, but the knockback is undesired in many
situations. 1 skill point only.
Stun - This skill really kicks butt, especially against unique monsters. Paired
with a mana stealing, your can basically keep your opponent stunned until you
kill them!
Double Swing - You definitely need this skill if you are going to wield 2
weapons. Put 1 point to start.
Leap - Not a necessary skill to have, but very handy to get yourself out of
sticky situations. You really don't need more than 1 point here.
Using Your Barbarian:
The Barbarian is very simple to use. The early part of the game doesn't require
you to do much more than run up to your enemies and whack-em good. Since you are
doing so much damage, life and mana stealing abilities are very nice if you can
get them. A decent mana steal means that you will be able to use a skill such as
Stun or Double Swing as your primary attack without worrying about running out
of mana. Always use shout before engaging enemies, and keep leap (if you have
it) on Hotkey for quit escape from combat.
General Strategy - Necromancer
Unlike the other character classes, the Necromancer depends heavily on his
summoned minions to do his dirty work. He possesess an arsenal of spells that
support his minions as well as dish out some damage himself.
Starting Out:
No matter what you do with your Necromancer, you want to at least use some form
of summoned creatures. Skeletons provide a good offence early on, but it is
highly recommended that you don't put more than 3 points in it. Instead, focus
more on skeleton mastery, it'll pay off when you get Magi and Revives. Golems
are great, but don't put more than 1 point into any type of golem until you know
which one you want to develop.
Attribute Points:
Strength is important for Necromancers to wear better armor and carry nice
shields. Energy is also important, especially if you want to use a lot of
offensive spells. Remaining points can be put into vitality, while dexterity is
ignored. As a rule of thumb, put 2 into strength, and split the other 3 points
into vitality and energy (your choice).
Key Skills: Necromancers have a variety of skill combinations to focus on, but
here are the very important ones.
Skeleton Mastery - An excellent investment that will strengthen your summons
throuhout the game.
Golems - Golems have high HP and work great as a damage soaker.
Iron Maiden - An extremely powerful curse that deals damage back to all melee
attackers. Works great with blood golem.
Using Your Necromancer:
The general battle strategy is to have a few minions and letting them engage
enemies while you curse them and cast offensive spells. Early on you can do some
melee fighting yourself, but later on it's better to switch to a wand with nice
bonuses and a shield with a good block %. Corpse explosion is disgustingly
powerful, but has been "nerfed" with the 1.03 patch, so now there is a decreased
radius of effect. It can still be very useful, but don't focus on it until later
in the game when you have more mana. Don't focus on more than maybe 2 curses,
since monsters can't be affected by more than 1 curse at a time.
Necromancer Strategy - Summoning Skill Tree
For most necromancers, using summoned creatures is necessary to provide him with
his main offense and defense. This is an in-depth look into the Summon Skill
Tree and the usefulness of each skill.
Raise Skeleton:
This skill raises 1 skeleton fighter from a monter's corpse. Each skill point
added will add 1 to the maximum number of skeletons you can have summoned at any
time.
Early in the game, skeletons may seem very powerful and many beginners will put
a lot of points into this skill. However, these skeletons will become very weak
later on in the game, and they will often just get in your way. Even with points
in skeleton mastery, skeleton fighters are only semi-useful. It is highly
recommended that you only put only 1 point into raise skeleton as a prerequisite
and to help you out early in the game.
Skeleton Mastery:
Skeleton mastery increases the life and damage of skeletons, the damage of
skeleton magi, and the life and damage of revived monsters.
This is a very helpful skill because you generally want several strong minions
rather than many weak ones. This is particularly important in tight dungeon
areas (such as maggot lair) where a large number of minions won't be able to
follow you or attack effectively. A good time to invest points into mastery is
early in the game when there aren't many other skill choices, and you want to
strengthen your skeleton minion.
Skeleton Magi:
This skill works much like Raise Skeleton, except that Magi use a ranged attack
of either Fire/Lightning/Cold/Poison. Points in mastery will add to the magic
damage done by magi, but not their hit point total.
Since they are ranged attackers, magi are useful even in situations where they
are stuck behind you. The are very helpful as support to your golem, and to
divert enemy attention away from you. However, since monsters gain more
resistances in Nightmare/Hell difficulties, magi are not as effective later on.
Still, they powerful enough through the game in normal mode to invest several
points into.
Clay Golem:
This summons a golem with a base of 100 hp to fight for you. No corpses are
required to summon golems.
A necromancer doesn't really stand much of a chance without any type of golem.
Clay golems don't deal much damage, but are great damage soakers and effective
when used with Iron Maiden. Don't put more than 1 point into this skill, since
you can only have 1 golem summoned at a time, and you'll want to replace clay
golem with a different one later on.
Golem Mastery:
Golem Mastery increases the walk/run speed of golems and their total life.
This skill isn't at all crucial, but 1 or 2 points can be added if necessary.
Since golems can be summoned from nothing (except iron golem), you can just
summon a new one whenever it dies. If you find that your golem is having a very
hard time keeping up with you, you can boost golem mastery a bit to speed it up.
General Strategy - Sorceress
The Sorceress is a powerful magic user, and depends strongly on spells as her
main offence. She is physically weak, so she needs to stay away from melee
combat.
Starting Out:
As a sorceress, you'll want to focus on one elemental tree as your primary skill
tree. Cold is the most popular, and in many ways it is the best since it
slows/freezes your enemies. Fire is also a strong tree, while lightning is not
good as a primary offense. No matter which tree you pick, there are still some
skills from each tree that you should develop.
Attribute Points:
The sorceress' primary attribute is Energy, you should be putting at least 2
points into energy each level. Rather simply, if you don't have any mana, you
can't do much but run. Although you may not think it at first, Strength is also
a very important attribute for the sorceress. She needs it to wear better armor
and carry a nice shield. Put around 2 points per level into Strength. Any
remaining points should be put into vitality, while Dexterity should be ignored.
Key Skills:
Warmth - This helps greatly to keep your mana orb full. Eventually, you'll want
to max out warmth.
Static Field - Excellent against strong monsters, upgrade it once in a while to
increase range.
Frozen/Shiver Armor - Frozen armor provides and excellent defense boost, while
you should upgrade to shiver armor if you are going deeper into the cold tree.
Using Your Sorceress:
Although you may find that you can survive early on in melee, you'll be
massacred later on. You'll want to stick with your ranged spells while keeper a
lot of potions ready in case you get hit or need more mana. Be prepared to use
hit-and-run tactics on a lot of enemies. You should have frozen/shiver armor
cast at all times (tip: cast it in town before entering town portals/waypoints).
Use static field on all bosses or particularly strong enemies.
Starting Attibutes
Amazon
Strength:
20
Hit Points:
50
Dexteriy:
25
Stamina:
84
Vitality:
20
Mana:
15
Energy:
15
Each Character Level
Life:
+2
Stamina:
+1
Mana:
+1.5
Attribute Point Effect
1 Vitality point gives 3 Life
1 Vitality point gives 1 Stamina
1 Energy point gives 1.5 Mana
Starting Attibutes
Barbarian
Strength:
30
Hit Points:
55
Dexteriy:
20
Stamina:
91
Vitality:
25
Mana:
10
Energy:
10
Each Character Level
Life:
+2
Stamina:
+1
Mana:
+1
Attribute Point Effect
1 Vitality point gives 4 Life
1 Vitality point gives 1 Stamina
1 Energy point gives 1 Mana
Starting Attibutes
Strength:
15
Hit Points:
45
Dexteriy:
25
Stamina:
79
Vitality:
15
Mana:
25
Energy:
25
Each Character Level
Life:
+1.5
Stamina:
+1
Mana:
+2
Attribute Point Effect
1 Vitality point gives 2 Life
1 Vitality point gives 1 Stamina
1 Energy point gives 2 Mana
Starting Attibutes
Strength:
25
Hit Points:
55
Dexteriy:
20
Stamina:
89
Vitality:
25
Mana:
15
Energy:
15
Each Character Level
Life:
+2
Stamina:
+1
Mana:
+1.5
Attribute Point Effect
1 Vitality point gives 3 Life
1 Vitality point gives 1 Stamina
1 Energy point gives 1.5 Mana
Starting Attibutes
Strength:
10
Hit Points:
40
Dexteriy:
25
Stamina:
74
Vitality:
10
Mana:
35
Energy:
35
Each Character Level
Life:
+1
Stamina:
+1
Mana:
+2
Attribute Point Effect
1 Vitality point gives 2 Life
1 Vitality point gives 1 Stamina
1 Energy point gives 2 Mana
NPC's :
Act1
Akara
Akara is the Rogue Priestess and spiritual leader of the Sisters of the
Sightless Eye. She will sell you wands, staves, and sceptres, as well as
scrolls, tomes, and potions. Akara automatically restores your health and mana
points each time you talk to her.
Quests: Den of Evil, The Search for Cain
Charsi
Charsi is a young Barbarian blacksmith who makes her services available to you
in Act I. You will be able to purhcase weapons, armor, bolts, and arrows from
her. Charsi also carries a variety of magical weapons and armor. Charsi will
also repair items for a fee.
Quests: Tools of the Trade
Deckard Cain
Cain, the last of the Horadrim, will become available after you rescue him from
Tristam. As a token of his gratitude, Cain will identify all of your
unidentified items for free.
Quests: Sisters of the Slaughter
Flavie
Flavie warns you of the danger that lies beyond in the Cold Plains, and advises
you to complete Akara's quest before venturing further.
Gheed
Gheed is another merchant you will find at the Rogue Encampment. He will sell
you weapons, armor, magical items and keys. You can also gamble on his
unidentified items for a chance to get a rare, unique, or set item.
Kashya
Kashya is the leader of the rogues on battlefield. She is willing to hire out
her rogues to you as mercenaries.
Quests: Sisters' Burial Grounds
Warriv
Warriv is an old caravan leader who is prevented from travelling east by the
monsters who now inhabit the wilderness. Upon completing Act I, Warriv will take
you eastward to Lut
Act 2
Gholein.
Atma
Atma runs a local tavern and will provide you with your first task in Lut
Gholein. She will ask you to clear the sewers of the monsters who killed her
husband and son. Upon completion of this quest, Atma will convince the local
merchants to give you lower prices on their wares.
Quests: Radament's Lair
Deckard Cain
Cain has travelled with you from Act I to provide you with knowledge and wisdom.
Quests: The Horadric Staff
Drognan
This old mage will provide you with magic items when you need them.
Quests: The Arcane Sanctuary
Elzix
Elzix is an ex-bandit who know spends his days as a merchant in Lut Gholein. You
can buy a variety of weapons and armor from him, as well as take a gamble on
some unidentified items.
Fara
Fara is a former Paladin who now works as a blacksmith. She will use hey holy
powers to heal you each time you talk to her.
Geglash
Geglash claims to be a former adventurer much like yourself, but now spends his
days hanging out it Atma's tavern.
Griez
Griez is a mercenary captain who has been keeping the city safe for the last
while. You will be able to hire his men from him if you need a hand.
Jerhyn
Jerhyn is the leader of Lut Gholein and greets you upon your arrival. He is in
desperate need of your help in protecting his people.
Quests: The Seven Tombs
Kaelan
Kaelan guards the extrance to the palace and will not allow you to pass until
Jerhyn has granted you permission.
Lysander
Lysander is an old alchemist who will provide you with a variety potions, for a
price of course.
Meshif
Meshif is a trader who will take you to Act III after you have completed Act II.
Warriv
Warriv can take you back to Act I whenever you wish.
Act 3
Alkor
Alkor sells a variety of potions and offers items you can gamble on.
Quests: Lam Esen's Tome
Deckard Cain
Cain continues to offer his knowledge and advice to you.
Quests: Khalim's Will
Asheara
Asheara leads the group know as The Iron Wolves. You can hire mercenaries from
her if you need such help.
Hratli
A powerful sorcerer who can provide you with more powerful magical weapons and
armor than other blacksmiths.
Quests: Blade of the Old Religion
Natalya
An assasin who can offer you some advice on certain matters.
Meshif
Meshif can take you back to Act II if you wish.
Quests: The Golden Bird
Act 4
Ormus
A powerful healer who sells magic items.
Deckard Cain
Once again, Cain has travelled with you to provide whatever help he can.
Quests: The Hellforge
Halbu
He can buy, sell, and repair weapons and armor.
Jamella
A shopkeeper who also provides healing and gambling.
Tyrael
The Archangel Tyreal is here to stop Diablo's madness. Although he cannot help
you directly, he remains here to help you in any other way possible.
Quests: Terror's End, The Fallen Angel
Shrines: (data follows the order given below)
Name of Shrine
Shrine Message
Effects
Duration
Recharge time
Armor
"Your skin hardens."
Increases your base defense by 100%.
96 Sec.
5 Min.
Cold Resistance
"You no longer fear cold."
Raises your resistance to cold 75%.
144 Sec.
5 Min.
Combat
"You feel ready for battle."
+200% bonus your To Hit and Damage.
96 Sec.
5 Min.
Experience
"Your experience teaches you well."
Increases experience from kills by 50%.
144 Sec.
N/A
Explosive
"A circle of flame..."
Causes damage to you and creatures around the shrine, and leaves some
fulminating potions.
N/A
N/A
Fire
"A fiery death..."
Fire bolts are released that damage you and anyone near the shrine.
N/A
N/A
Fire Resistance
"You no longer fear fire."
Raises your resistance to fire 75%.
144 Sec.
5 Min.
Gem
"A marvelous gem..."
Upgrades a random gem in the player's inventory one level. If no gems are
carried, it shrine drops a chipped gem.
N/A
N/A
Health
"You feel healthy."
Fully replishes your Life.
N/A
5 Min.
Lightning Resistance
"You no longer fear lightning."
Raises your resistance to lightning 75%.
144 Sec.
5 Min.
Mana
"You feel recharged."
Fully replishes your Mana.
N/A
5 Min.
Mana Recharge
"Your spiritual forces recover quickly."
+400 % increase to the rate at which your mana refills.
96 Sec.
5 Min.
Monster
"Devil's Advocate approaches..."
Changes a monster near you into a unique monster.
N/A
N/A
Poison
"A circle of death..."
Causes choking gas potions to explode in a ring around the shrine, while leaving
some behind.
N/A
N/A
Poison Resistance
"You no longer fear poison."
Raises your resistance to poison 75%.
144 Sec.
5 Min.
Portal
"The freedom to go home."
Creates a town portal.
N/A
N/A
Refilling
"You feel refreshed."
Fully replishes your Life and Mana.
N/A
5 Min.
Skill
"You feel more skillful."
All your skills are at +2 while the shrine is in effect. Very powerful.
96 Sec.
5 Min.
Stamina
"The world seems lighter."
Grants you unlimited stamina.
192 Sec.
5 Min.
Well
Replenishes half your Mana and Life.
N/A
2 Min.
Potions: (data follows the order given below)
Healing Potions
Price
Hit Points Healed
Buy
Sell
AMA
BAR
NEC
PAL
SOR
Minor Healing
30
7
30
40
20
30
20
Light Healing
71
18
60
80
40
60
40
Healing
118
31
90
120
60
90
60
Greater Healing
?
125
120
160
80
120
80
Super Healing
?
125
150
200
100
150
100
Special Item Attributes
Certain unique items have special attributes that aren't found on magic or rare
items.
Deadly Strike
Deadly Strike is the chance of doing double damage. Deadly Strike is applied
after all other bonuses, so you would do double of what you would normally do
after all other bonuses.
Open Wounds
This is the chance of making an "open wound" in a monster. The monster will
continually bleed and lose health.
Crushing Blow
This is the chance of reducing a monster's health by 50% in one blow. This
damage is applied after your normal damage is done. Crushing Blow does not work
on Champions, Uniques and Super Uniques.
Hit Causes Monster to Flee
Monsters will flee when hit, but this will not work with ranged attacks.
Defense vs Missile
Reduces the % chance of getting hit by missiles.
Hit Blinds Target
Decreases radius of awareness similar to the Necromancer Curse: Dim Vision. This
will not work with ranged attacks.
Slows Target By %
Although it appears to be a blue Cold Damage attack is not actually a cold
attack.
Monsters
Andariel - Maiden of Anguish
Andariel uses 2 powerful poison attacks, and also posseses a strong melee
attack. It's a good idea to clear out all the other monsters before taking her
on. Her poison attacks will drain your health at a frightening rate, so avoid in
whenever possible. Having poison resistance or antidote potions will definitely
help. Although the poison can never kill you directly, it can leave you weak
enough to be killed by other monsters or by her melee attack.
Monsters
Duriel - Lord of Pain
Duriel uses Holy Freeze Aura, Jab, Smite, and Charge. His Holy Freeze Aura works
a little differently, and "Can't be frozen" or cold resistance does not protect
against in. A major problem with Duriel is the long load time when you enter his
chamber, which means that you can likely die before you even see him. Bring as
many minions and mercenaries as possible to buy a little extra time. Only melee
attackers should consider even going close to Duriel.
Mephisto - Lord of Hatred
Mephisto uses Poison Nova, Lightning, Charged Bolt, and Skull Missile attacks.
Make sure you clear out any other monsters on the level first. His Skull Missile
and lightning based attacks will hurt you the most. Lightning resistance will
come in very handy here. Characters with low hit points should keep on the move
to avoid getting hit, unless you have someone else taking hits for you.
Diablo - Lord of Terror
Diablo uses a bunch of fire and lightning attacks, as well as a Cold Touch
attack and a special bone prison. With good lightning and fire resistance,
Diablo shouldn't be too hard. Be aware of his special bone prison spell, which
he may cast around you and your minions, and even around your town portals. Make
sure you are stocked with a lot of potions before breaking the 5th seal.
Quests - Secret Cow Level
If you haven't already heard, there's a cow level in Diablo 2. To access it, you
must first beat the game. Return to Act 1 (in the difficulty that you beat the
game) and place Wirt's Leg and a Tome of Town Portal in the Horadric Cube.
Transmute them and a red portal will appear. This leads to the cow level.
In the cow level, you'll find a load of "Hell Bovines", along with a unique
monster called the Cow King (lightning enchanted). Avoid getting swarmed, and
try using area effect spells to defeat them. There isn't any particular award to
clearing the cow level, but you'll definitely get a lot of gold and items.
THE WALKTHROUGH
After creating your character, you'll find yourself in the Rogue Encampment.
This will be your town for Act I. You'll be greeted by Warriv, a caravan leader
who is stuck in the camp because of the monsters in the wilderness. Speak with
the other NPCs to familiarize yourself with the town. Akara, located on the
right-side of town, will provide you with your first quest.
Act I - Quest 1
The first quest is rather simple. Akara needs you to find the Den of Evil and
kill all the monsters in it. The Den is located in the Blood Moor, just outside
the camp. Explore the Blood Moor and fight the monsters to gain experience and
items. Soon enough your should find the Den of Evil. Head on in and start
killing the monsters. The game will notify you once all the monsters have been
defeated. Head back to town and speak to Akara, and she'll award you with 1
skill point. Talk to Kashya for your next quest.
Tip: Don't crowd your inventory and stash with useless items. Unless you are
going to use the item in the future, or want to trade it in Multi-Player, you
should just sell it (Repair before you sell!).
Act I - Quest 2
Your next quest requires you to defeat Blood Raven, a corrupted rogue who can be
found in the Burial Grounds. Exit town and find your way into the Cold Plains.
You'll know where it is because it is guarded by an NPC named Flavie. The
difficulty of the monsters pick up a bit here, so be careful. Make sure you
activate the Cold Plains Waypoint. Next to the Cold Plains your should be able
to find the Burial Grounds.
The area is very big, but Blood Raven is protected by an army of undead.
Occasionally, she'll even summon some more minions to help her. Blood Raven is
really quick, and will use hit-and-run tactics with her arrow and flame arrow
attacks. This can be a pretty hard fight for Necromancers and Sorceresses. You
might have better luck fighting her with a bow. Fighter class characters
shouldn't have as much trouble, as long as they remember to keep healing potions
ready.
Optional Areas - The Crypt, Mausoleum
The Burial Grounds contains entrances to 2 small dungeons, The Crypt, and The
Mausoleum. They're totally optional, but go ahead and clear the 2 areas. They're
both pretty easy, and you might find some nice items.
Act I - Quest 3
After getting your reward from Kashya (a free mercenary) speak with Akara.
She'll tell you about the Search For Cain quest. First, what you'll need to do
is go through the Underground Passage to the Dark Wood. You'll find the Passage
somewhere in the Stony Field, which is beyond the Cold Plains. Take note that
the difficulty of the monsters picks up a bit in the next few areas. The Passage
is actually a 2 level dungeon, and it's filled with quite a few monsters. You'll
actually find the exit to the Dark Wood on level 1, but you can explore level 2
as well, but its pretty small.
When you get to the Dark Wood, you need to find the Tree of Inifuss. Once you
find the tree, touch it and a scroll will drop. Pick it up, and either find the
Waypoint or use a town portal to return to Akara. She'll explain to you the
sequence that you need the touch the Cairn Stones in, which she writes onto the
scroll. Now you need to go back to the Stony Field and find the Cairn Stones.
Don't worry too much touching a wrong stone in the sequence, nothing will
happen. After you have activated the stones, a portal to Tristram will open.
Tristam is a pretty tough battle, so watch out. You'll encounter Griswold, a
cursed Unique monster, and probably a few "Champion" monsters. Take your time to
take out the monsters. In the middle of the wrecked town you'll find Cain. Don't
forget to find Wirt's body, and pick up Wirt's Leg. Return to town and speak
with Cain and Akara. Cain rewards you by offering to indentify all of you items
for free from now on. Akara will give you a magical ring.
Tip: Every once in a while, you will encounter a monster that is "Lightning
Enchanted". Be extremely careful with these. Each time you hit it, it will
generate some charged bolts that will deal some serious damage. Keep a close eye
on your health meter, and be prepared to run away and heal a few times before
you kill it.
Act I - Quest 4
If you found the Moldy Tome in the Dark Wood, then Quest 4 is already activated.
If you didn't, don't worry, the quest will automatically activate upon entering
the Tower. The Tower is found in the Black Marsh, beyond the Dark Wood. The
Tower contains 5, very small levels. You'll find the Countess on level 5, along
with some Dark Hunters. Try luring the Dark Hunters away from her and take them
out first. After defeating her, you can open the special chest in the room,
which contains a lot of gold a items. Don't forget to explore all of level 5,
because it contains a lot of gold lying on the floor.
Act I - Quest 5
The fifth quest requires you to recover the Horardric Malus for Charsi. To get
to the Malus, you need to go past the Black Marsh, through the Tamoe Highland,
past the Outer Cloister, and into the Barracks. Search the Barracks for the
Malus. You'll find the Malus guarded by The Smith, an extra strong unique
monster. Be careful when engaging him in melee combat. It helps to clear out all
the other pesky monsters before you take him on. Once you have gotten the Malus,
return to Charsi. For your reward, Charsi will "Imbue" an item of your choice
with magical power. You can only imbue normal items, no socketed, magic, set,
rare, or unique items can be imbued. Choose wisely, as she will only do this
once.
Tip: You don't have to imbue an item right away. You can actually travel back to
Act I later on in the game to imbue an item. Make sure you choose the most
powerful item to imbue from whats available. The best item to imbue is probably
armor.
Act I - Quest 6
The last quest of Act I is for you to kill Andariel. To find her, you'll have to
fight through a lot of dungeon. To reach her, you must go through the Barracks,
through the Jail, past the Inner Cloister, and into the Catacombs. The Catacombs
is a tough, 4 level crawl, with a waypoint on level 2. You should be aim to be
around level 13-15 before taking on Andariel. Once you get the level 4, you'll
get a quest log entry telling you to kill Andariel (like we didn't know that).
Tip: Whenever you think theres a good change that you will die, open a town
portal so you can return easily. In this case, open a town portal once you reach
level 4, or on level 3 just by the stairs.
Level 4 is fairly small, and contains 3 rooms. Once you get down to level 4,
you'll enter into the smallest room. Clear out the monsters here first, if any.
Proceed into the next room, and take out all of the monsters. Andariel is
located in the third, largest room. When ready, open the door, but don't walk
in. Stay back and wait for Andariel to come after you. Stay in the second room
and fight her there. You should defeat all of creatures protecting her before
you focus on Andariel. Andariel uses powerful poison attacks, and has high
poison resistance. Items that offer poison resistance would be helpful here.
Keep lots of potions ready, and use continous hit-and-run attacks on her. You
might actually have to return to town several times to finally put her away.
Once Andariel is defeated, pick up all the items she drops and return to town.
You can also clear out the remaining monsters in the third room if you choose.
Once back in town, talk to Warriv to get the Act II.
Act II takes place in the city of Lut Gholein. You'll find that Act II is
noticebly harder than the first act. Once again, there are 6 quests to be
completed in the act. Be prepared to fight a lot of undead creatures and be
exposed to a lot of poison attacks during Act II.
Act II - Quest 1
You will get your first quest in Act II from Atma, the tavern owner. What you
will need to do is travel into the sewers and destroy Radament, the monster who
killed her husband and son. The entrance to the sewers is within the town, right
by Ghreiz. Radament is located on the third level, and there is a waypoint on
level 2. You'll know when you are near Radament because your Quest Log will be
updated. This battle can be tough since Radament can raise his undead guards
from the dead. Try luring his guards away from him or using cold attacks to
shatter them. Once defeated, Radament will drop 2 important items, a horadric
scroll and a book of skill. Make sure you pick up both and return to town. Atma
will reward you be asking the merchants in town to lower their prices.
Act II - Quest 2
Speaking to Cain about the Horadric Scroll will activate the second quest. Quest
2 actually consists of several parts and spans for most of Act II. First, you
need to search the Halls of the Dead in the Dry Hills for the Horadric Cube. The
cube should in a chest on the 3rd level. Beware the presence of Hollow Ones, as
they can raise the undead. Once you have the cube, return to Cain for more
information about the cube and its uses. For a list of Horadric Cube recipes go
here.
Tip: You can use the cube for extra storage space, just remember to remove extra
items when transmuting something.
The next part of the quest is the find the Horadric Shaft. It's located in the
Maggot Lair in the Far Oasis. The lair contains many narrow pathways, so large
parties won't be very effective. You'll encounter mainly Sand Maggots (who lay
eggs to produce sand maggot young) and itches (drains stamina). The stamina
drain won't effect you much, but you'll want to take out the sand maggots so
that they can't continually produce sand maggot young. The shaft is found on the
3rd level in a room with a horde of sand maggots, sand maggot young, eggs, and
Coldworm the Burrower, a unique monster. This is a pretty tough battle. Don't
run into the room, instead, stay back in the narrow hallway so that you can deal
with less monsters at a time. You'll want to take clear out all the young, then
target the sand maggots, and then finish off any eggs and young left. Coldworm
doesn't have any attacks, so leave it for the end. Watch out for the poison and
frost nova it release as it dies.
Act II - Quest 3
The third quest actually has the same goal as the last part of quest 2. While
exploring the Lost City, you'll notice that the sun suddenly dims. Find the
Valley of the Snakes and enter the Claw Viper Temple. Fight your way into level
2, where you will find the altar. Destroying the altar will complete quest 3 and
give you your Horadric Amulet. Put the staff and amulet into the cube and
transmute them to get the Horadric Staff. You'll need to staff to reach the boss
of act 2.
Act II takes place in the city of Lut Gholein. You'll find that Act II is
noticebly harder than the first act. Once again, there are 6 quests to be
completed in the act. Be prepared to fight a lot of undead creatures and be
exposed to a lot of poison attacks during Act II.
Act II - Quest 4
Talk to Jerhyn after and he will tell you about the Palace Cellar. Enter the
palace and fight your way down the levels. When you reach Palace Cellar level 3,
you'll find a portal. Enter this portal to get to the Arcane Sanctuary. This
area is tough, with very narrow walkways and nasty monters. Try not to stand in
one place for too long. Keep going until you get a new journal entry.
Act II - Quest 5
Eventually you'll encounter a unique monster called The Summoner. Be careful of
his firewall attacks. Once you've killed him, read Horazon's Journal, this will
reveal the sign of Tal Rasha's true tomb. Take the portal the the Canyon of the
Magi.
Act II - Quest 6
The Canyon of the Magi contains 7 entrances to Tal Rasha's Tomb, one be the real
one. The sign of the true tomb is kept in quest log #6. Locate the the entrance
marked with the true sign and enter. Here you'll find a lot more of what you've
been encountering through Act 2, but a bit harder. Locate the orifice within the
tomb. Click on the orifice and put the Horadric Staff into the slot and click
the checkmark. This will open up the entrance to the boss of Act 2.
Make sure you are totally prepared before entering Tal Rasha's chamber. The
biggest problem here is that this area loads incredibly slow, players often die
before the can even see the boss, Duriel. This is a major problem Hardcore
characters. As a necromancer, you'll want to have as many minions summoned as
possible. For other classes, try hiring a mercenary to help take a hit or two.
Be aware that there isn't much room to run around in the chamber. Duriel is
alone, but uses a strong melee attack and also uses a cold attack to slow you
down. If you're really having trouble, your best bet is to take him on with a
team, with Barbarians and Necromancers leading. A Sorceress with static field
will help take him down much faster.
After Duriel is taken care of, explore the chamber and talk the Tyreal. Now
return to town and talk the Jerhyn. He'll tell you to talk to Meshif to get to
Act 3.
Act III will take you through the jungles of Kurast. Unlike the open areas of
Act 1 and II, Act III has more narrow areas that travel along a narrow river.
You'll likely find that Act III is the hardest to navigate, and Waypoints may be
a bit harder to find.
Act III - Quest 1
Upon arriving in Kurast and making yourself familiar with the NPCs, go ahead and
travel in the the wilderness. Upon exiting town, you'll find a robed figure
labelled as the Wanderer, it's not actually him, and he'll disappear while some
monsters are spawned. Explore the areas until you encounter a unique monster.
Defeat it, and a Jade Figurine should drop. Return to town and talk to Cain, and
he'll direct you to talk to Meshif. Meshif will exchange the figurine for a
golden bird, which you can give to Alkor for a reward. Alkor will give you a
potion that grants a permanent +20 bonus to your hit points.
Act III - Quest 2
Talk to Hratli, and he'll tell you about quest 2. What you need to do is find
the Gidbinn, which is located in the Flayer Jungle. Eventually you should find a
shrine that is marked as the Gidbinn. Clicking on it won't actually drop the
Gidbinn, but actually spawn a unique monster who is carrying it. Defeat him and
return the Gidbinn to Ormus. Ormus will reward you with a rare ring. Now talk
the Aheara, who will reward you with a free mercenary.
Act III - Quest 3
Much like the horadric staff quest in Act 2, this quest will require you to find
several items throughout the act. First you need to find Khalim's Eye, which is
found within the Spider Cavern in the Spider Forest. Next part is the Brain,
which is in the Flayer Dungeon. The brain should be on level 3, but is guarded
by a very powerful Shaman, along with some of his Shaman buddies. Be very
careful if taking these guys on in melee, their flamethrower attack can kill you
in seconds. Fire resistance would be very nice here. Hit and run as necessary
until you wear them down. Alternately you can simply lure them far enough from
the treasure chest and make a run for it.
The heart is found in the Sewers under the Kurast Bazaar. These sewers can be
very hard to navigate, and contain a lot of undead creatures similar to those is
act 2. Fight your way until you get the level 2, which is where the heart is.
The final part you'll need is the Flail, which is carried by one of the Council
Members (a group of unique monsters). You'll encounter the high council in
Tranvical. This area can be very hard if you aren't careful. You'll likey find
yourself being hit with meteors, blizzards, hydras and such. After defeating the
council, the flail should drop (defeating the council is also Quest 5). Return
to Cain for instructions, and then transmute all the relics to form the Will.
Act III - Quest 4
Quest 4 is given by Alkor at some point during act 3, and requires to to
retrieve Lam Esem's Tome for him. You need to explore 6 temples, 2 found in
Kurast Bazaar, 2 in Upper Kurast, and 2 in Kurast Causeway. You don't actually
have to explore all six, the Tome is actually always found in the Ruined Temple.
Returning the Tome to Alkor will net you 5 attribute points for your character.
Act III - Quest 5
Quest 5 is requires you to kill the High Council, which is located in Travincal.
It isn't really much of a quest, and is actually involves the same thing as
finishing quest 3.
Act III - Quest 6
Once you have Khalim's Will, you can venture into Mephisto's Durance. Use the
Will to smash the Compelling Orb and open up the entrance to the Durance. There
aren't too many monsters here, but still some very powerful ones. There is a
waypoint on level 2, and Mephisto is found on level 3. Get prepared before
entering the 3rd level. On level 3, you'll have to fight 3 more unique monsters
before taking on Mephisto. Be particularly aware of Bremm Sparkfist, who is
Lightning Enchanted. It's a very good idea to clear out all the other monsters
on the level before fighting Mephisto, you don't want to be running away from
him and run into a group of monsters that you neglected to kill.
Mephisto's most harmful attacks are lighting based, so lightning resistance
would be helpful. Character's with low hit point totals should be aware his orb-
like attack, which can kill you in 1 or 2 hits. Mephisto is 100% resistant to
poison, 50% resistant to fire and lightning, and 25% resistant to Cold. When he
is defeat, he will drop a soulstone, which you will need in act 4. The Infernal
Gate is opened, which will take you to act 4.
Act IV takes place in err, well, Hell. Unlike the previous acts, there are only
3 quests to complete in act 4. Act 4 is the best place to gather gold for
gambling (armor and war staves, grim wands, and war sceptors with skill bonuses
are worth the most). If you haven't used your imbue yet, now is the time for
picking out an item for imbueing.
Act IV - Quest 1
Quest one if given by Tyreal, and requires you to find the fallen angel Izual
and "free" his soul. In other words, you have to kill him. Izual is located in
the Plains of Despair, and will attack you with a bunch of other monsters. Be
aware that there are monsters in act 4 that can drain your mana, and use strong
elemental attacks. This is where your resistances and extremely important.
Izual has a fairly strong melee attack, and also uses a frost nova to slow you
down. He shouldn't be too hard, except for a lone sorceress perhaps. Once he's
defeated, talk to his spirit and return to town. You now get 2 skill points from
Tyreal.
Act IV - Quest 2
Act 2 is recieved from Cain, and involves taking Mephisto's soulstone to the
Hellforge, which is somewhere in the River of Flame. The River of Flame can be
rather hard, because the game seems to lag fairly bad while you are there,
especially upon initially entering the area. You'll know when you've found the
hellforge because you'll be attacked by Hephasto the Armorer, who is extra
strong, cursed, and magic resistant. This guy is very tough, and some players
actually feel that he is harder than the Diablo himself. His melee attack packs
a big punch, and will curse you when you are hit. If cursed, consider running
away until the curse wears off, since the curse will allow him to do double
damage on you. When he is defeated, pick up the hellforge hammer and place the
soulstone on the hellforge. Smash the soulstone with the hammer, which releases
several high quality gems and completes act 2.
Act IV - Quest 3
It's now time to take on the Big D himself. Near the River of Flame waypoint is
Hadriel, who stands before the entrance to the Chaos Sanctuary. Take it very
slowly from this point on, the monsters here can deal big damage. It would be
wise to open a town portal once you enter the Chaos Sanctuary. There are 5 seals
that you must break in order to fight Diablo. Make sure the area is clear before
touching any seals, because 3 of them will release a group of monsters,
including a unique.
Once all 5 seals are broken, Diablo will emerge at the center of the Chaos
Sanctuary. Diablo has 50% resistance to fire, lightning, and cold, as well as
75% resistance to poison. He'll use fire, lightning, and cold attacks, but his
lightning attacks are the most damaging. In multiplayer, you can run through
each other's portals to save from continually recasting town portals. Melee
fighters with a high amount of life steal should be able to stand toe-to-toe
with the big man at least for a while before needing to heal and recharge.
Spells like iron maiden or the thorns will cause major damage to Diablo whenever
he hits with a melee attack. Minions are nice for keeping Diablo's attention
away from you and your party. Static field is very effective and will knock off
a large chunk of Diablo's health.
Eventually, Diablo should fall, and will likely drop some nice items. A counter
appears on the screen that warns you that the game will automatically finish in
about one and a half minutes, so don't leave anything that you need on the
floor. Congratulations! You can now play in Nightmare Mode. In Nightmare Mode,
you'll play through the game again with stronger monsters and new items
available. You can also play the Secret Cow Level, for more info go here.
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